Heya,
Would like to start posting my development progress and some of my thoughts.
Over the weekend, I am very happy to say that the following systems for Frostfall 3.0 were written and are now completely functional:
Wetness system
Heat Source system
Compatibility system
These were the easiest to stand up since the fewest number of changes needed to happen to these systems. They're also not that complex.
The following systems remain to be written:
Clothing system (started on this)
Exposure system
Climate system
Location system
Rescue system
Frostfall 3.0 is written in a service-oriented way, with each system being completely independent of the others. They interact with each other primarily using FrostUtil, which also serves as a public interface for other modders to interact with Frostfall as well.
I verified that the Wetness system can talk to the Heat Source system ("should I start drying off quickly now?" ) and the Campfire shelter system ("Am I under shelter? Should I stop getting wet in the rain?" ). And so on. All of that seems to be communicating as I expected. I'm also seeing the loops for each of these systems only taking about 0.1 - 0.3 seconds to run, compared to the 2 - 5 seconds it currently takes Frostfall's main script to run, so that bodes well for the performance. And the time doesn't seem to be increasing as I add new systems, so they seem to be isolated pretty well. I'll continue to monitor the performance to ensure that the entire framework keeps performing much better than what is released today.
Beyond that I started in on the redesign of the exposure system. Since Frostfall 3.0 will require SKSE and SkyUI, and since PapyrusUtil is available, I can do some fun things by default that weren't possible before. Expect to see some of these changes:
- Exposure Resistance, as a mechanic, will go away.
- Exposure Protection remains, but the name might change.
- Rain Protection (name TBD) may become a distinct value that every armor has.
- The WEAR system, as a distinct and optional feature, will instead become the new default (and only) system.
- Instead of a "limited", "standard", and "full" distinction for armor, each armor piece will simply have a listed Exposure Protection rating, similar to an armor rating. You will just look at the number instead.
- Exposure and Rain Protection will hopefully be displayed on the armor's item card in your inventory, just like Armor Rating.
- All of your exposure protection settings for equipment will be exported as part of your Settings Profile. Once you set your armor up the way you like (including mod-added armor), you can keep those changes across all of your saves and playthroughs without any reconfiguration.
- A new, streamlined page on the MCM will allow you to set the protection values of your worn gear quickly and easily.
- New debuffs will occur if not wearing something in the hands, feet, body, or head slot. This encourages continuing to wear something in the main slots even though Exposure Resistance is going away.
- Now that Exposure Protection is just a number, that number can now be 0 for some gear, offering no protection.
- Being wet will now offer a Dragon's Dogma-esque invulnerability to a single fire attack, but expose you to weakness to shock and frost. Might make battles in the rain more interesting.
- NPCs and your opponents will also get wet, so this can affect both sides of the fight. Will be compatible with Wet and Cold.
- NPCs and your opponents will also suffer from exposure (a very reduced, simplified version).
- Also, let's just say it. Cloaks from most cloak mods in Skyrim (the ones in Frostfall included) are a bit low-rent looking. They're often not very aesthetically pleasing. This is nobody's fault, this is just the system we have to work with and everyone has done the best they can. I will continue to offer support for them but I will also be offering other ways to get the same bonuses.
The theme and goal here is refine, refine, refine. Make everything simpler, easier to understand, fun, and more straight-forward.
I hope these changes bring more clarity, ease of use, and flexibility to the system. Perhaps those wearing full Leather Armor and a hood don't need to wear a cloak and still have great rain protection, or perhaps you decide to mix and match your gear to get the balance of armor, exposure, and rain protection that you're looking for. And maybe Dragonbone can have a slightly higher or lower protection value than Ebony or Daedric, since things aren't constrained into fitting into one of 3 categories any longer.